macro-clips slice 7: button state transitions
- ButtonClip transitions are now editable in ButtonInstanceDialog (from/to/duration/easing) and persisted on the clip via the new store.setButtonClipTransitions action; transitions are shared by every instance of the button (clip-scoped, not instance-scoped). - lerpProps exported from interpolate.ts so callers outside the sampler can blend two poses. - useButtonRuntime tracks an active transition per instance plus a reactive transitionTick that pokes Vue computeds each frame. A self-driving RAF loop runs only while some transition is active (idles when none), so animations work paused or playing. - applyButtonStateChange(id, to, transitions, persistedDisabled) is the one entry point for state changes — it looks up a matching from→to transition and starts it, or flips state instantly. Pointer handlers in CanvasStage and store.actionRuntime.setButtonState both go through it. - CanvasStage blends the two state stacks via sampleStateLayers + blendStates: layers matched by name interpolate their sampled props with lerpProps; unmatched layers fade in/out. Renderer uses the blended layer list in place of the pure state stack during transit. - Export runtime mirrors the same flow: applyButtonChange starts transitions, sampleButtonTransition drives per-frame progress, and drawButtonStatesBlended composites via drawLayer(layer, 0, override). drawLayer gained an optional propsOverride param for this. RUNTIME_VERSION bumped to 6. - Tests cover applyButtonStateChange matching logic and sampleTransition's time → u mapping plus done flag. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -18,8 +18,12 @@ import type {
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Layer,
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Point,
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} from '@/types/scene'
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import { useButtonRuntime } from '@/composables/useButtonRuntime'
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import {
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applyButtonStateChange,
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useButtonRuntime,
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} from '@/composables/useButtonRuntime'
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import { evalAction } from '@/lib/actions'
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import { lerpProps } from '@/lib/interpolate'
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import { t } from '@/i18n'
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import { useKfSelection } from '@/composables/useKfSelection'
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import { showLocked } from '@/composables/useShowLocked'
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@@ -208,23 +212,86 @@ interface ButtonRenderItem {
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hit: { width: number; height: number; offsetX: number; offsetY: number }
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}
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function sampleStateLayers(
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clip: ButtonClip,
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state: ButtonState,
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): ButtonRenderItem['layers'] {
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const layers = clip.states[state] ?? []
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const out: ButtonRenderItem['layers'] = []
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for (const layer of layers) {
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const asset = store.scene.assets.find((a) => a.id === layer.assetId)
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if (!asset) continue
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out.push({ layer, asset, props: sampleLayer(layer, 0) })
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}
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return out
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}
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/**
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* Blend the "from" state's layers into the "to" state's layers by layer
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* name. Matched pairs lerp their props; unmatched from-layers fade out,
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* unmatched to-layers fade in.
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*/
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function blendStates(
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clip: ButtonClip,
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from: ButtonState,
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to: ButtonState,
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u: number,
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): ButtonRenderItem['layers'] {
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const fromLayers = clip.states[from] ?? []
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const toLayers = clip.states[to] ?? []
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const fromByName = new Map<string, Layer>()
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const toByName = new Map<string, Layer>()
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for (const l of fromLayers) fromByName.set(l.name, l)
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for (const l of toLayers) toByName.set(l.name, l)
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const seen = new Set<string>()
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const out: ButtonRenderItem['layers'] = []
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// Preserve to-state order primarily, with unmatched from-layers pinned
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// underneath so the new state visually rises into place.
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for (const l of fromLayers) {
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if (toByName.has(l.name)) continue
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const asset = store.scene.assets.find((a) => a.id === l.assetId)
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if (!asset) continue
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const base = sampleLayer(l, 0)
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out.push({ layer: l, asset, props: { ...base, opacity: base.opacity * (1 - u) } })
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}
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for (const l of toLayers) {
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const asset = store.scene.assets.find((a) => a.id === l.assetId)
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if (!asset) continue
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seen.add(l.name)
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const fromLayer = fromByName.get(l.name)
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if (fromLayer) {
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const a = sampleLayer(fromLayer, 0)
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const b = sampleLayer(l, 0)
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out.push({ layer: l, asset, props: lerpProps(a, b, u) })
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} else {
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const base = sampleLayer(l, 0)
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out.push({ layer: l, asset, props: { ...base, opacity: base.opacity * u } })
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}
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}
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void seen
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return out
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}
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const activeButtonInstances = computed<ButtonRenderItem[]>(() => {
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// Force re-evaluation on every transition RAF tick.
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void buttonRt.transitionTick.value
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const out: ButtonRenderItem[] = []
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const instances = store.scene.buttonInstances ?? []
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const clips = store.scene.buttonClips ?? []
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const clipById = new Map(clips.map((c) => [c.id, c]))
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const now = performance.now()
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for (const bi of instances) {
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if (store.playhead < bi.startTime) continue
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const clip = clipById.get(bi.buttonClipId)
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if (!clip) continue
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const disabled = buttonRt.isDisabled(bi.id, bi.disabled)
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const state = buttonRt.getState(bi.id, bi.disabled)
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const layers = clip.states[state] ?? []
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const rendered: ButtonRenderItem['layers'] = []
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for (const layer of layers) {
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const asset = store.scene.assets.find((a) => a.id === layer.assetId)
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if (!asset) continue
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rendered.push({ layer, asset, props: sampleLayer(layer, 0) })
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const tr = buttonRt.sampleTransition(bi.id, now)
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let rendered: ButtonRenderItem['layers']
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if (tr && !tr.done && !disabled) {
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rendered = blendStates(clip, tr.from, tr.to, tr.u)
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} else {
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rendered = sampleStateLayers(clip, state)
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}
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// Hit area: explicit hitArea on the clip, or fall back to the bbox of
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// the first rect-like asset in the normal state.
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@@ -293,25 +360,30 @@ function buttonChildConfig<T extends Record<string, unknown>>(cfg: T): T {
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return { ...cfg, draggable: false, listening: false }
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}
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function transitionsFor(bi: ButtonInstance) {
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return store.scene.buttonClips?.find((c) => c.id === bi.buttonClipId)?.transitions
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}
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function onButtonMouseEnter(bi: ButtonInstance) {
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const cur = buttonRt.getState(bi.id, bi.disabled)
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if (cur === 'normal') buttonRt.setState(bi.id, 'hover')
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if (cur === 'normal') applyButtonStateChange(bi.id, 'hover', transitionsFor(bi), bi.disabled)
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}
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function onButtonMouseLeave(bi: ButtonInstance) {
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const cur = buttonRt.getState(bi.id, bi.disabled)
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if (cur === 'hover' || cur === 'pressed') buttonRt.setState(bi.id, 'normal')
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if (cur === 'hover' || cur === 'pressed')
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applyButtonStateChange(bi.id, 'normal', transitionsFor(bi), bi.disabled)
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}
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function onButtonMouseDown(bi: ButtonInstance) {
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const cur = buttonRt.getState(bi.id, bi.disabled)
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if (cur === 'hover') buttonRt.setState(bi.id, 'pressed')
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if (cur === 'hover') applyButtonStateChange(bi.id, 'pressed', transitionsFor(bi), bi.disabled)
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}
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function onButtonMouseUp(bi: ButtonInstance) {
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const cur = buttonRt.getState(bi.id, bi.disabled)
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if (cur !== 'pressed') return
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buttonRt.setState(bi.id, 'hover')
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applyButtonStateChange(bi.id, 'hover', transitionsFor(bi), bi.disabled)
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const actions = bi.onClick
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if (actions && actions.length) runButtonActions(actions)
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}
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